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Ok... there seems to be a bug in POV's sphere scaling code. If you have a
sphere and you scale it uniformly, it will simply multiply the radius by your
scale factor instead of using a transformation matrix. This is a speed
improvement under some circumstances, but it seems to lead to a bug when
the radius is veryu small. Also, starting with a small radius leads to the
same problem. the sphere gets smaller than it should. Below is code that
shows two spheres lined up on the x axis. The sphere on the right is
scaled by 0.005, while the sphere on the left is scaled by
<.005,.005,.00501> This forces the sphere on the right to use the
transformation instead of a very small radius, so it renders properly.
This is getting sent to Chris Young and to povray.programming.
-Nathan Kopp
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// This scene was originally generated by Moray.
background { color <0.000,0.000,0.000> }
camera { // Camera StdCam
location < 0.000, -25.000, 0.000>
direction < 0.0, 0.0, 1097.8478> // Aperture is 0.07 degrees
sky < 0.00000, 0.00000, 1.00000> // Use right handed-system
(rotated by 0.00 degrees)!
up < 0.0, 0.0, 1.0> // Where Z is up
right < 1.33333, 0.0, 0.0> // Aspect ratio
look_at < 0.000, 0.000, 0.000>
}
light_source { // Light1
<0.000, -20.000, 20.000>
color rgb <1.000, 1.000, 1.000>
}
#declare Texture1 =
texture { pigment { color rgb <0.0, 1.0, 0.0> } }
sphere { // Sphere001
<0,0,0>,1
texture { Texture1 }
scale 0.005
translate 0.005*x
}
sphere { // Sphere2
<0,0,0>,1
texture { Texture1 }
scale <0.005, 0.005, 0.00501>
translate -0.005*x
}
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